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The majority of gameplay takes place in a dungeon rendered in simple wire-frame first-person perspective graphics, with a simple above-ground map and text to fill out the rest of the adventure. Garriott's earlier games, including D&D28, were text-based. For ''Akalabeth'', he added graphics for the Apple II computer.
The majority of gameplay takes place in a dungeon rendered in simple wire-frame first-person perspective graphics, with a simple above-ground map and text to fill out the rest of the adventure. Garriott's earlier games, including D&D28, were text-based. For ''Akalabeth'', he added graphics for the Apple II computer.


[[Image:Akalabeth_dungeon.png|thumb|left|''Akalabeth'''s first-person dungeon graphics were notable for its time.]]
[[Image:Akalabeth_dungeon.png|thumb|left|''Akalabeth'''s first-person dungeon graphics were notable for its time.|{{deletable image-caption|1=Sunday, 12 August 2007}}]]
Naturally, ''Akalabeth''<nowiki>'</nowiki>s [[dungeon crawl]] gameplay and graphics are very crude by modern standards, but this did not stop the game from attracting a large amount of attention. The game sold tens of thousands of copies, earning Garriott [[United States dollar|USD]]$5 each while he attended college.
Naturally, ''Akalabeth''<nowiki>'</nowiki>s [[dungeon crawl]] gameplay and graphics are very crude by modern standards, but this did not stop the game from attracting a large amount of attention. The game sold tens of thousands of copies, earning Garriott [[United States dollar|USD]]$5 each while he attended college.



Revision as of 03:49, 5 August 2007

Akalabeth: World of Doom
The game's box cover
Developer(s)Richard Garriott
Publisher(s)California Pacific Computer Co.
Designer(s)Richard Garriott
Platform(s)Apple II, DOS
Releasecirca 1979, 1980-1981 (California Pacific release)
Genre(s)RPG
Mode(s)Single Player

Akalabeth: World of Doom, released in 1980 for the Apple II, is recognized as one of the first commercial computer role-playing games (though it began as a hobbyist project) and as a precursor of the Ultima series of games that started Richard Garriott's career.

History

The game was made in the summer of 1980 by then-teenaged Garriott in the BASIC programming language for the Apple II while working at a ComputerLand retail store in Clear Lake City, Texas (though many sources say 1979, see "Release date" below). Garriott briefly distributed the game himself in Ziploc bags until California Pacific Computer Company bought the rights to it and published it. Akalabeth, based on Garriott's 28th game he produced in his high school years, became his first significant commercial game.

In creating Akalabeth, Garriott was primarily inspired by Dungeons & Dragons and the works of J. R. R. Tolkien. The game attempts to bring the gameplay of pen-and-paper role-playing games to the computer platform. Essentially, the player receives quests from Lord British to kill a succession of ten increasingly more difficult monsters. The name derives from Tolkien's Akallabêth, part of The Silmarillion (though Garriott originally called it "D&D28b", the 28th Dungeons & Dragons-inspired game he made).

The majority of gameplay takes place in a dungeon rendered in simple wire-frame first-person perspective graphics, with a simple above-ground map and text to fill out the rest of the adventure. Garriott's earlier games, including D&D28, were text-based. For Akalabeth, he added graphics for the Apple II computer.

File:Akalabeth dungeon.png


This file may be deleted after Sunday, 12 August 2007.

Naturally, Akalabeth's dungeon crawl gameplay and graphics are very crude by modern standards, but this did not stop the game from attracting a large amount of attention. The game sold tens of thousands of copies, earning Garriott USD$5 each while he attended college.

Though not explicitly stated, Akalabeth is seen as the first game of the Ultima series, a very popular and influential series of computer role-playing games. It was, therefore, included as part of the 1998 Ultima Collection where it officially picked up the nickname Ultima 0. The version in the Collection added CGA colors and MIDI. It ran on DOS, making it the first official port of the game to any system other than the Apple II, though an unofficial, fan-made PC version had circulated on the Internet since late 1995.

File:Akalabeth map.png
In the map view, the player (a '+') could visit towns (five squares), dungeons ('x'), and Lord British's castle. The world was bordered by mountains (squiggly lines).

Since Akalabeth was written in BASIC, it was a simple matter for users to modify the source code to suit their needs or desires. For example, the game's magic amulet, which occasionally did unpredictable things like turn a player into a high-powered Lizard Man, could be set to do so with every use, progressively increasing the player's strength to the point of virtual indestructability. One could also set the player's statistics (normally randomly generated and fairly weak to start) to any level desired.

Release date

Most sources, including Garriott himself and Origin Systems, say that Akalabeth was created in the summer of 1979 and sold that year in Ziploc bags. However, labels of the first release are clearly marked "© Richard Garriott 1980". The dates of 1980 and 1981 for the California Pacific releases are not disputed.

See also

Ports

There's remake for J2me-platforms in mobile phones by [dimjon] Dungeons of Daggaroth